uniform extern float4x4 gWVP;
uniform extern texture gTex;

sampler texS = sampler_state
{
	Texture = <gTex>;
	MinFilter = Linear;
	MagFilter = Linear;
	MipFilter = Linear;
};

void VS(float3 posL : POSITION0,
			float2 texIn : TEXCOORD0, 
			out float4 posH : POSITION0,
			out float2 texOut : TEXCOORD0)
{
	posH = mul(float4(posL, 1.0f), gWVP);
	texOut = texIn;
}

float4 PS(float2 texCoord : TEXCOORD0) : COLOR0
{
	return tex2D(texS, texCoord);
}

technique NoLightTech
{
	pass P0
	{
		VertexShader = compile vs_2_0 VS();
		PixelShader = compile ps_2_0 PS();
	}
}